示例#1
0
        protected override void OnUpdate()
        {
            Dependency.Complete();
            var sys = World.GetExistingSystem <RendererBGFXSystem>().InstancePointer();

            if (!sys->m_initialized)
            {
                return;
            }
            // get all MeshRenderer, cull them, and add them to graph nodes that need them
            // any mesh renderer MUST have a shared component data that has a list of passes to render to
            // this list is usually very shared - all opaque meshes will render to all ZOnly and Opaque passes
            // this shared data is not dynamically updated - other systems are responsible to update them if needed
            // simple
            Entities.WithAll <SimpleMeshRenderer>().WithoutBurst().ForEach((Entity e, ref MeshRenderer mr, ref LocalToWorld tx, in WorldBounds wb, in WorldBoundingSphere wbs) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }

                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    if (Culling.Cull(in wbs, in pass.frustum) == Culling.CullingResult.Outside)
                    {
                        continue;
                    }
                    // double cull as example only
                    if (Culling.IsCulled(in wb, in pass.frustum))
                    {
                        continue;
                    }
                    var mesh   = EntityManager.GetComponentData <MeshBGFX>(mr.mesh);
                    uint depth = 0;
                    switch (pass.passType)
                    {
                    case RenderPassType.ZOnly:
                        SubmitHelper.SubmitZOnlyMeshDirect(sys, pass.viewId, ref mesh, ref tx.Value, mr.startIndex, mr.indexCount, pass.GetFlipCulling());
                        break;

                    case RenderPassType.ShadowMap:
                        SubmitHelper.SubmitZOnlyMeshDirect(sys, pass.viewId, ref mesh, ref tx.Value, mr.startIndex, mr.indexCount, pass.GetFlipCullingInverse());
                        break;

                    case RenderPassType.Transparent:
                        depth = pass.ComputeSortDepth(tx.Value.c3);
                        goto case RenderPassType.Opaque;

                    case RenderPassType.Opaque:
                        var material = EntityManager.GetComponentData <SimpleMaterialBGFX>(mr.material);
                        SubmitHelper.SubmitSimpleMeshDirect(sys, pass.viewId, ref mesh, ref tx.Value, ref material, mr.startIndex, mr.indexCount, pass.GetFlipCulling(), depth);
                        break;

                    default:
                        Assert.IsTrue(false);
                        break;
                    }
                }
            }).Run();
示例#2
0
        protected override void OnUpdate()
        {
            var sys = World.GetExistingSystem <RendererBGFXSystem>();

            if (!sys.Initialized)
            {
                return;
            }
            // get all MeshRenderer, cull them, and add them to graph nodes that need them
            // any mesh renderer MUST have a shared component data that has a list of passes to render to
            // this list is usually very shared - all opaque meshes will render to all ZOnly and Opaque passes
            // this shared data is not dynamically updated - other systems are responsible to update them if needed
            // simple
            Entities.ForEach((Entity e, ref MeshRenderer mr, ref SimpleMeshReference meshRef, ref LocalToWorld tx, ref WorldBounds wb, ref WorldBoundingSphere wbs) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }

                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    if (EntityManager.HasComponent <Frustum>(ePass))
                    {
                        var frustum = EntityManager.GetComponentData <Frustum>(ePass);
                        if (Culling.Cull(ref wbs, ref frustum) == Culling.CullingResult.Outside)
                        {
                            continue;
                        }
                        // double cull as example only
                        if (Culling.IsCulled(ref wb, ref frustum))
                        {
                            continue;
                        }
                    }
                    var mesh = EntityManager.GetComponentData <SimpleMeshBGFX>(meshRef.mesh);
                    switch (pass.passType)
                    {
                    case RenderPassType.ZOnly:
                        SubmitHelper.SubmitZOnlyDirect(sys, pass.viewId, ref mesh, ref tx.Value, mr.startIndex, mr.indexCount, pass.flipCulling);
                        break;

                    case RenderPassType.ShadowMap:
                        SubmitHelper.SubmitZOnlyDirect(sys, pass.viewId, ref mesh, ref tx.Value, mr.startIndex, mr.indexCount, (byte)(pass.flipCulling ^ 0x3));
                        break;

                    case RenderPassType.Transparent:
                    case RenderPassType.Opaque:
                        var material = EntityManager.GetComponentData <SimpleMaterialBGFX>(mr.material);
                        SubmitHelper.SubmitSimpleDirect(sys, pass.viewId, ref mesh, ref tx.Value, ref material, mr.startIndex, mr.indexCount, pass.flipCulling);
                        break;

                    default:
                        Assert.IsTrue(false);
                        break;
                    }
                }
            });
        }
示例#3
0
        // gizmos for debuging
        protected override void OnUpdate()
        {
            RendererBGFXInstance *sys = World.GetExistingSystem <RendererBGFXSystem>().InstancePointer();

            if (!sys->m_initialized)
            {
                return;
            }
            Dependency.Complete();

            bgfx.Encoder *encoder = bgfx.encoder_begin(false);

            // tangents & normals
            Entities.WithoutBurst().WithNone <DisableRendering>().WithAll <RenderToPasses>().ForEach((Entity e, ref MeshRenderer mr, ref LocalToWorld tx, ref GizmoNormalsAndTangents giz) =>
            {
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    if (EntityManager.HasComponent <LitMeshRenderData>(mr.mesh))
                    {
                        var meshBase = EntityManager.GetComponentData <LitMeshRenderData>(mr.mesh);
                        Assert.IsTrue(giz.length > 0);
                        float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                        SubmitHelper.EncodeDebugTangents(sys, encoder, pass.viewId, normWidth, giz.length, ref meshBase, ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                    }
                }
            }).Run();

            // object bounding box
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref MeshRenderer mr, ref LocalToWorld tx, ref GizmoObjectBoundingBox giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                AABB b = EntityManager.GetComponentData <MeshBounds>(mr.mesh).Bounds;
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    EncodeBox(sys, encoder, ePass, ref tx.Value, b.Min, b.Max, giz.width, giz.color);
                }
            }).Run();

            // world bounds
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref WorldBounds b, ref LocalToWorld tx, ref GizmoWorldBoundingBox giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4x4 idm = float4x4.identity;
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    float2 normWidth            = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                    for (int j = 0; j < Culling.EdgeTable.Length; j++)
                    {
                        float3 p0 = b.GetVertex(Culling.EdgeTable[j] & 7);
                        float3 p1 = b.GetVertex(Culling.EdgeTable[j] >> 3);
                        SubmitHelper.EncodeLine(sys, encoder, pass.viewId, p0, p1, giz.color, normWidth,
                                                ref idm, ref pass.viewTransform, ref adjustedProjection);
                    }
                }
            }).Run();

            // transform
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref GizmoTransform giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    float2 normWidth            = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                    Assert.IsTrue(giz.length > 0);
                    SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(giz.length, 0, 0), new float4(1, 0, 0, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                    SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(0, giz.length, 0), new float4(0, 1, 0, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                    SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(0, 0, giz.length), new float4(0, 0, 1, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                }
            }).Run();

            // sphere
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref WorldBoundingSphere bs, ref GizmoBoundingSphere giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4x4 idm = float4x4.identity;
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    float2 normWidth            = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                    Assert.IsTrue(giz.subdiv >= 4);
                    Circle(sys, encoder, pass.viewId, bs.position, new float3(0, 0, 1), new float3(0, 1, 0), bs.radius, giz.subdiv, new float4(1, 0, 0, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // z/y plane
                    Circle(sys, encoder, pass.viewId, bs.position, new float3(1, 0, 0), new float3(0, 0, 1), bs.radius, giz.subdiv, new float4(0, 1, 0, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // x/z plane
                    Circle(sys, encoder, pass.viewId, bs.position, new float3(0, 1, 0), new float3(1, 0, 0), bs.radius, giz.subdiv, new float4(0, 0, 1, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // y/x plane
                }
            }).Run();

            // spot lights
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref Light l, ref SpotLight sl, ref GizmoLight giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4 color = giz.overrideColor ? giz.color : new float4(l.color, 1.0f);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass                = toPasses[i].e;
                    var pass                    = EntityManager.GetComponentData <RenderPass>(ePass);
                    float2 normWidth            = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    // render frustum
                    float t = math.tan(math.radians(sl.fov) * .5f);
                    for (int j = 0; j < Culling.EdgeTable.Length; j++)
                    {
                        float3 pp0 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] & 7, t, t, l.clipZNear, l.clipZFar);
                        float3 pp1 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] >> 3, t, t, l.clipZNear, l.clipZFar);
                        SubmitHelper.EncodeLine(sys, encoder, pass.viewId, pp0, pp1, color, normWidth,
                                                ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                    }
                }
            }).Run();

            // directional lights
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref Light l, ref DirectionalLight dl, ref GizmoLight giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4 color = giz.overrideColor ? giz.color : new float4(l.color, 1.0f);
                float3 cMin  = new float3(-1, -1, l.clipZNear);
                float3 cMax  = new float3(1, 1, l.clipZFar);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    EncodeBox(sys, encoder, ePass, ref tx.Value, cMin, cMax, giz.width, color);
                }
            }).Run();

            // point lights

            // cameras
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref Camera cam, ref GizmoCamera giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass                = toPasses[i].e;
                    var pass                    = EntityManager.GetComponentData <RenderPass>(ePass);
                    float2 normWidth            = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h);
                    float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass);
                    // render box
                    if (cam.mode == ProjectionMode.Orthographic)
                    {
                        float3 cMin = new float3(-cam.fov, -cam.fov, cam.clipZNear);
                        float3 cMax = new float3(cam.fov, cam.fov, cam.clipZFar);
                        EncodeBox(sys, encoder, ePass, ref tx.Value, cMin, cMax, giz.width, giz.color);
                    }
                    else if (cam.mode == ProjectionMode.Perspective)
                    {
                        float h = math.tan(math.radians(cam.fov) * .5f);
                        float w = h * cam.aspect;
                        for (int j = 0; j < Culling.EdgeTable.Length; j++)
                        {
                            float3 pp0 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] & 7, w, h, cam.clipZNear, cam.clipZFar);
                            float3 pp1 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] >> 3, w, h, cam.clipZNear, cam.clipZFar);
                            SubmitHelper.EncodeLine(sys, encoder, pass.viewId, pp0, pp1, giz.color, normWidth,
                                                    ref tx.Value, ref pass.viewTransform, ref adjustedProjection);
                        }
                    }
                }
            }).Run();

            // auto bounds
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref LocalToWorld tx, ref AutoMovingDirectionalLight amd, ref GizmoAutoMovingDirectionalLight giz) =>
            {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4x4 idm = float4x4.identity;
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    EncodeBox(sys, encoder, ePass, ref idm, amd.bounds.Min, amd.bounds.Max, giz.width, giz.colorCasters);
                    EncodeBox(sys, encoder, ePass, ref idm, amd.boundsClipped.Min, amd.boundsClipped.Max, giz.width, giz.colorClippedReceivers);
                }
            }).Run();

            // debug display textures as overlays
            Entities.WithoutBurst().WithNone <DisableRendering>().ForEach((Entity e, ref TextureBGFX tex, ref GizmoDebugOverlayTexture giz) => {
                if (!EntityManager.HasComponent <RenderToPasses>(e))
                {
                    return;
                }
                RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e);
                DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e);
                float4x4 m            = float4x4.identity;
                m.c3.xy               = giz.pos;
                m.c0.x                = giz.size.x;
                m.c1.y                = giz.size.y;
                SimpleMaterialBGFX sm = new SimpleMaterialBGFX
                {
                    texAlbedoOpacity          = tex.handle,
                    constAlbedo_Opacity       = giz.color,
                    mainTextureScaleTranslate = new float4(1, 1, 0, 0),
                    state = (ulong)bgfx.StateFlags.WriteRgb
                };
                for (int i = 0; i < toPasses.Length; i++)
                {
                    Entity ePass = toPasses[i].e;
                    var pass     = EntityManager.GetComponentData <RenderPass>(ePass);
                    SubmitHelper.EncodeSimpleMesh(sys, encoder, pass.viewId, ref sys->m_quadMesh, ref m, ref sm, 0, 6, pass.GetFlipCulling(), 0);
                }
            }).Run();
            bgfx.encoder_end(encoder);
        }